Indypride and I discuss the announcement of free for all and have a discussion about the future of Warhammer Multiplayer and what that could mean for a future avatar conquest! CA's FFA livestream is here: / 148937827 Indyrpide's video: • Total War Warhammer 2 - Free for All, Avat...
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Video Summary
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Oakley and IndiePride analyze the return of free-for-all multiplayer to Total War: Warhammer 2. They discuss immediate improvements to win conditions and map dynamics, while proposing a long-term evolution toward an \"Avatar Conquest\" system featuring deep unit customization, progression tiers, and balanced competitive mechanics to increase the game's longevity and community engagement.
Hey, what's up guys? I am Oakley and I'm here with IndiePride.
Hey, what's going on guys?
And we're going to be discussing Warhammer 2 Multiplayer.
This video is broken up into three different parts.
The first part is just going to be discussing one of the big announcements
that they're making with regards to multiplayer for Warhammer 2.
So part one is just announcing what we know.
Part two is going to be discussing speculation about that specific feature
and what's sensible in terms of improvements.
And then part three is going to be looking further ahead in the grand scope of the series
talking more about the evolution of multiplayer over time.
So that's kind of the scope of the video.
Let's go ahead and dive into the announcement itself.
Indie, I'll let you take this one.
Okay, so basically when Oakley, myself, and PixelatedApollo went to Los Angeles
with a bunch of other YouTubers, we interviewed Creative Assembly.
And one of the questions we talked about when we were discussing Total War Warhammer 2
with Sam Millen, Al Beckham, and Andy Hall, three of the employees at Creative Assembly,
was about multiplayer.
Obviously, Oakley and myself are very big multiplayer YouTubers.
That's what we focus on.
That's what we really enjoy playing.
So one of the things we asked was,
are we going to be getting free-for-all or avatar conquest in Total War Warhammer 2?
And we got a really big announcement from Sam Millen,
who effectively told us,
yes, we would be getting free-for-all in Total War Warhammer 2,
which is really big.
We've been asking for something like this for a very long time.
I believe Medieval 2, back in 2006,
was the last time we've had free-for-all in a Total War game.
So, pretty big deal there.
Huge announcement.
Going to make a lot of people very happy.
But what he said was, effectively,
they want to put their toe in the water for multiplayer here,
adding in free-for-all, see what the feedback is,
see if the community supports it and gets behind it.
And going from there, because it's a trilogy of games,
they would look into the future,
possibly adding more content, more features to multiplayer.
It was super non-committal, the way he said it.
Definitely PR speak there.
Definitely go check out the interview if you haven't already.
But effectively, that's what he was saying.
He's saying that if the community can get behind it,
if there's a big outcry and a big support for free-for-all
when it comes out and people are playing it and supporting it,
then we might get additional features somewhere down the line.
What that means, we don't know specifically,
but obviously Oakley and I have our own ideas about what that entails.
We played Shogun 2.
Some of you guys have as well.
Avatar Conquest is probably the endgame here,
what we would love to see eventually return.
So, yeah, sticking to the first one, which is just bare bones,
what did they announce?
Well, Indy and I, as of recording this,
don't quite know anything besides what was just stated to us in that interview.
It may be the case that in the next couple days of you listening to this live,
more information may come out.
But at the time of us hearing about that,
what they did announce was free-for-all is making a comeback
and there's going to be some form of scored resolution
to determine the winner of the match as opposed to last man standing.
And that, like IndyPride said, this is them limiting their scope for now,
but they very much expect to be able to do more in the future.
So that's it for what has been announced and confirmed thus far.
We can now pivot to the second part of this video is,
hey, if free-for-all is announced,
what are the likely things that they can do to improve that
or what might be coming down the pipeline?
So this would be short-term improvements to multiplayer,
and then later on we'll talk about long-term evolution,
like IndyPride said, heading towards Avatar Conquest.
So in terms of improvements,
Indy and I were discussing a bit before this video
what are the things that they could do.
There's a bunch of little tweaks that they could do.
I'll just go ahead and list all of them briefly
and then we can touch on them a little bit more in depth.
But my list that they could do would be,
improvements would be customizable win conditions,
they could do customizable maps, customizable team sizes,
customizable spawn locations, and then key buildings.
So we can go over all of those.
I guess maybe the first one to start off with
would be the win conditions.
Indy, I'll let you talk about that.
Okay, so when you play free-for-all,
there are a couple of ways you can win the game.
Last man standing is probably the most common,
but it can lead to some pretty wonky games.
For example, if you're playing a free-for-all game
where there are only three players,
or an odd number of players, for instance,
then whoever engages last is probably going to be the one to win.
Last man standing, in and of itself,
very fun game mode, definitely works very well
when there's an even number of players,
but as soon as, well, if it's, say, a 1v1v1v1,
so four players, but it can get a little bit wonkier
once you start getting an odd number of players.
So last man standing is one type,
and scored resolution is the other.
And this is where you want to make a free-for-all a bit more fair,
and effectively what scored resolution does
is it takes into account what kind of units you killed,
whether they were elite, and just the way you killed them,
and that effectively, there's an algorithm
that I don't understand at all, and it depends on what game it is,
but basically the more elite stuff, and the more units you kill,
the more points you get, and whoever has the most points
at the end of the game will win.
So say I engage last, but I have a full army left,
and I only killed 200 guys, I'm probably not going to win,
because I killed 200 peasants, nobody cares,
whereas someone who engaged early on
killed two dragons and a giant,
they're going to be a lot more likely to win
because a dragon and a giant will be worth a lot of points.
Sam Millen in that interview explicitly said
that they've done some tweaking with that algorithm
to make it better.
What that means compared to Medieval 2,
I have absolutely no idea, but it sounds like scored resolution
is going to be the default game mode for free-for-all.
Whether we get last man standing, or other game modes,
or win conditions, I am not sure yet,
that has not been confirmed,
but it's definitely a possibility.
Yeah, I think I would love it if CA just kind of
tries out a couple different options.
It doesn't really matter too much if they're balanced.
I would just like them to introduce more options for us
and let the community decide kind of what's a favorite one.
So off the top of my head, one of them could be
literally embracing the fact that people like to lord snipe
and make one of the things to win would be
how many lords have you killed in this free-for-all?
So they could literally make a gen sniping free-for-all game type
where you just have to kill the most number of lords,
or the beast slayer, or something like that.
They could come out with a lot of little things like that
that I think would be interesting and keep it fresh
and leave it to the community to see what honor rules pop up
and then use that to determine future ones
and things of that nature.
But I would love for them to kind of test
with different win conditions.
Well, yeah, and it's not just that.
It's also what that could be done with in the modding community.
So if CA allows modding in that aspect
where you can customize your own win conditions
on the back end with the modding tools,
that could be gigantic
because obviously people would be able to make
some really crazy game modes out of that,
and that could obviously go a long way
in extending the life cycle
of Total War Warhammer 2's multiplayer suite.
So that could be a pretty big thing.
One thing me and Oakley were talking about were key buildings,
which were a feature in Total War Shogun 2.
And basically what they did was there'd be,
depending on the map, two or three
or maybe one dojo on the map
where if you stood in the circle
of a certain radius from that dojo,
you would get bonuses to your army
if you controlled it for a certain amount of time.
So we were discussing in a free-for-all game,
say it's a four-person free-for-all,
you might want people to avoid camping
in a corner of the map
and waiting until the other players have engaged.
And so one way to do that is
make or add a capture point
or some kind of victory condition
on a key building.
So say there's an Aztec or Lizardmen temple
in the middle of the city,
or in the middle of a map,
basically that's going to funnel everybody towards that location
and make sure that every player is fighting for that
because they don't want to lose out on those bonuses
or whatever win condition is tied to that
that would allow them to win the game.
So key buildings could be a nice return
to Total War Warhammer 2
and free-for-all battles in general.
They can force people into doing certain things
and they can allow you to fight over certain terrain features
that normally, if they weren't on the map,
players wouldn't necessarily want to fight over.
So it could definitely change the flow of battle,
which could be a very good thing.
Yeah, and come to think of it,
I think that is honestly the natural best third choice.
The first one would be scored resolution,
the second one would be elimination,
and the third one would be capture points.
And I think what they would do is either
a single capture point, King of the Hill variant,
or maybe it would be like musical chairs capture points
where there's one fewer capture points
than there are players, or something like that.
So obviously everyone's going to scramble
for the nearest capture point and try and sit on it,
but you have to control the majority of them to win the game.
Or each holding one takes up points over time,
and the more capture points you control,
the more points you take up.
The first one to 100 wins, something like that,
which would be kind of cool.
But yeah, I don't want to get too deep,
but there's a lot that they could potentially do.
Another thing that we had noted here was team sizes,
the ability to customize that.
So we didn't get to ask that question,
but obviously I think what they were implying was
it's going to be 1v1v1v1.
I would love for them, and I'm sure Indy would too,
the ability to have different combinations,
2v2v2v2, or maybe a team of two,
and then a bunch of teams of one,
or things like that would be very interesting.
Yeah, I don't know what they're going to do with the UI, right?
Because in Medieval 2, when you wanted to do a free-for-all,
there were four team slots.
There was Team 1, Team 2, Team 3, and Team 4.
And you basically just scrolled through,
and that allowed you to pick which team you wanted to be on.
Obviously since that point,
we've had a UI that only allows for two teams,
so you would basically just switch sides.
I don't know if they're going to completely change the UI.
I'm hoping they do, because what it means is,
if we're allowed to do that, have four teams,
is we can have eight players in a lobby, same as always,
but it would then allow you to be
two players on Team 1, two players on Team 2,
two players on Team 3, two players on Team 4,
and allow you to make those 2v2v2v2 free-for-alls
and some other game types that you wouldn't normally
be able to play.
For instance, you could maybe make it so that there are
three Skaven armies in a free-for-all,
but they have less fun, so they get a more
horde-style feel, and then
the High Elves or the Lizardmen
or some of the more elite-focused factions
could then only have one player,
but they have a more elite-style army
and kind of role-play it that way.
So there's a lot more you can do
with multiplayer when there are
four team slots.
So, hopefully, that is going to be
a feature that's added. Yes, I'm going to be
very happy with just 1v1v1v1 free-for-all,
but there's a lot more that can be added
on top of that, very much hoping
that it can be a four-team-slot
kind of UI we're dealing with here.
Yeah, and another thing just came to my mind,
if they come up with different teams like that,
you could get a very interesting scenario
where everyone's on their own team,
but then there's a central team
that's all together that's a very big team,
but the twist in this game type
that I just came up with is that
that other team that's really big would be AI-controlled,
so you would have kind of like...
And if it's a custom map, what you could call it
is like the Savage Wilds,
where kind of there's a map
and it's a bunch of woodlands, and the AI army
is literally just Beastmen armies that spawn everywhere,
and so the players have to kind of
survive against... It'd be like a survival game
where you're running away from this Beastmen force
that's running after you in the woods,
but then also you might run into other players.
That would be really cool. There's some absolutely insane
stuff, and just thinking about Total War Warhammer 2,
you could just make an army
of a ton of feral dinosaurs.
Yeah, exactly. A jungle map that you have to survive in.
Yeah, they're basically just coming out of the woodland
and attacking all players.
It's basically Jurassic Park,
but you've got a bunch of Warhammer armies
fighting at the same time, so...
Yeah, there's a lot of cool stuff
that could be done there. We'll have to see
what CA has gone with. Hopefully
it's more on the robust side of things,
at least in terms of UI. Although, to be honest,
that's not even getting very robust. That's pretty
straightforward and simple.
I don't know what the implementation's gonna be,
but hopefully it suits our needs,
I guess, is the way I would say.
If CA rolls out with basic things,
like even just the ability to
change spawn locations and team sizes,
leave the rest to the modders and us
to come up with the ideas. Just give us the flexibility
and people will come up with crazy stuff.
I hope CA just gives
us the potential to do it and outsources
all the work to us. I would be
perfectly happy with that arrangement.
Absolutely.
That's a lot of stuff that we've
crammed into, but all of that is improving
upon free-for-all, which
is a toe in the water. But what
Indy and I want to do in this last portion is
talk about the bigger scope. What would be
the eventual evolution of
multiplayer? For us, I think that's
some form of Avatar Conquest.
If CA is gonna continue down
the line of stepping
it up in terms of
tiers of complexity,
Indy and I were brainstorming what would be the various
tiers that they would introduce Avatar Conquest
in. Again, I'm gonna start with a
broad overview and then we can dive into this.
I think what we discussed was
if CA is gonna step up the tiers, it's gonna be
what requires the least amount of work
either for creating but also
for balancing. The way I
foresee this is the first tier would be
Avatar Conquest where the unlocks are
purely visual. The second
one might be something where
you don't unlock necessarily
anything that we don't currently
have, but what you do is you start gating
certain things. For instance, right now
we have lords who can unlock mounts.
CA would just lock those mounts
out. Same thing with spells and whatnot
and have you grind out for them to
unlock them, but it's nothing new. The balance is already
there. The features are already there.
They would just have to sequester them and have you
unlock them over time. The third
tier would be them full on allowing us
to do Shogun 2
version which is where you almost
create your own units. That's
the overview. Indy, we can go into the details
if you want.
We can start out with just the basics
which is if we believe
that Avatar Conquest gets added sometime
in game 3 which
is what it seems like it's leaning towards
or maybe sometime after the trilogy is
over and they want to get a bit more
money out of the series before it goes by the
wayside or something, maybe we get an
Avatar Conquest DLC. Of course, that is
not even remotely confirmed.
First, we have to support
Free For All and that is going to be my
first call to action in this video.
We've been asking for
Free For All for close to a
decade now. We wanted it in Empire,
we wanted it in Napoleon, and we
wanted it in all those games that came after
and finally we have it. We
have to support multiplayer.
We have to play this game mode.
It's really important because
if they go to the time and effort and energy
to make Free For All and nobody plays it,
they're not going to add any more
features to multiplayer and obviously
there is a decently sized multiplayer
community that plays but an even bigger
community that watches these videos.
Pixelated Apollo, of course, getting 100,000
view videos left and right.
It's obviously a big part of the Total War
series whether some people
want to admit it or not.
Play Free For All.
Support multiplayer. Support the
game mode and there's going to be a lot
more likelihood that more features get
added in the future.
Moving past that, what would
happen if Avatar Conquest
got added? Well, the first thing that we
are thinking is the Army Painter.
It's the most basic. It's the easiest
thing for CA to implement in terms
of Avatar Conquest. Give people the ability
to change the colors of their
units and personalize a bit.
So if I want to name a Bestigor
something, I can change his name around.
I can change a generic
Lord's name around, that kind of thing.
Very basic level visual
customization would be the first step
and this is obviously something we've been asking for
since Warhammer 1 was announced.
Army Painter is a big deal
in Warhammer. It's what the
tabletop was. It was all about personalizing
your armies and customizing
them to your own specifications.
If you want to have purple
orcs, you should be able to do that.
Obviously some people won't like that,
but I think that most
people that play multiplayer would love
the option to have a
Army Painter. And that's not even just
multiplayer players. I think an Army Painter would be a
great thing for single player as well.
For those of you who
want that kind of feature. So I think that's the first
step. The second step
I think we get into
Lord and Hero customization
in that you're then able
to change their visuals
so you could add a different kind of
style helmet to Karl Franz
if you wanted to. If you remember
Shogun 2, you had a very robust suite
where you could change their helmets, you could
change their mempo mask, you could change
their armor, and basically their
entire style, what they look like.
That would be a very cool thing. Obviously
you'd want to keep the
you might not be able to do it for Karl Franz
because they have a very set
aesthetic and style, but certainly for
the traditional, like a just regular
generic Glade Lord, or a
black Orca General, something like that
that could be definitely doable.
And then the other side of that are stat
changes. So Karl Franz
for example has multiple magic
items. He has the Reikland Runefang,
he also has Galmoraz.
You can choose which one you want
to bring to the battlefield, and his
model would change depending
on which weapon you chose. So, the
Reikland Runefang might be great for
dueling and give him the duelist trait, and
then whatever other stats it gives him in the
tabletop, it'd kind of flesh
that out and determine what kind
of abilities that the Reikland Runefang
would give him. Or you could bring Galmoraz,
get a bunch more armor, piercing damage,
blah blah blah, there's a bunch of different stat
changes depending on which
weapon you decide to bring.
And the functionality
behind that could literally be ripped straight
out of campaign, where you're
ranking up your lord by doing quests.
So you're unlocking mounts, you're unlocking
stat bonuses for your lord,
different things like that. They could almost
straight up rip it out of the campaign, I would
think. Yeah, and
there's a gigantic amount of
magic items and weapons that
are already in the game.
There's obviously a
pool of generic items that
any legendary lord can get, and then
there are the specific ones
that you attach to
specific legendary lords and heroes.
So I think adding that
kind- it doesn't have to be super robust,
but adding that kind of feature where
you're able to customize your lords and heroes to your own
specifications before the game
would be nice. Obviously we already
have that to an extent
in multiplayer. I'm thinking a bit
more robust than that.
But yeah, that's
certainly something that CA could
look into adding. And then
the third would be a very
robust avatar.
Full Avatar Conquest experience.
Oakley, what do you think that would entail
if you were gonna go
balls deep in this area
for multiplayer? What would you want them to
include? Yeah, so we talked about this a little
bit before the video. So essentially
the form that this would take
would be, yes include the army
painter and the visualization and all that,
but allow you to really
turn that Empire Swordsman
unit into
the Sons of Sigmar unit. You know,
progress it down where you're equipping
different color schemes on your guys,
you're equipping different shields,
swords. As you're teching
your guys up, you can invest
the experience into armor
piercing, or magic
damage, or
maybe even unit size,
or perhaps tack on
musicians, people who buff your leadership,
little things like that where you're really creating
your own units, essentially in the form
of regiments of renown. So that's what I would
think, where you're creating essentially your own regiments
of renown, very much a la Shogun 2.
Throw on top
of that a couple other things that they could do
when you get to this full-on
Avatar Conquest.
Another thing they could do would be
kind of, not just the units, but also
what are you bringing for your
army itself. So in Shogun
2 they had the different, I can't remember what
they were called, but the battle cards essentially, that gives
you kind of general... Retainers.
Retainers, exactly. That gives you general stats for your army.
I could easily see them
implementing that for
chaos, bring a certain mark of chaos
that buffs all your troops. Or
what they mentioned is that there's this thing
that's a variant of magic,
which applies to your whole army for Warhammer 2.
It's essentially called Army Abilities
and it's kind of, it allows
you, it's basically got a global cooldown.
You can use it only a certain amount of times and it does
really cool stuff like, I think
it was for
Krokgar, he had the ability to raise
cold ones anywhere on the battlefield. So that would be
something that before the battle starts, you
can unlock these things and bring them
as your cards to enhance your
army in the battle. And so people would be
able to add that as another kind of dimension
to the battlefield. So that's kind of what
I envision. I think you and I had
discussed balancing
and the pitfalls of Shogun 2, so
maybe we could get into some of that. Yeah,
we'll get into that in a second. One thing I wanted to add
was one thing that people have been
asking for and is a big part
of Warhammer tabletop are battle
standard bearers and musicians.
Oakley touched on the musician part of things.
So yeah, being able to add something like a battle
standard bearer, a specific
specialized unit leader
inside a
unit could be a very
cool addition to the game.
Add something like a man-bane standard
that reduces leadership by
6 or 8 in an AoE.
Something like that.
It just adds a lot more replayability.
Being able to customize units and personalize them
to your own specifications
adds a ton of replayability
and will bring players back.
But one of the pitfalls of Shogun
2's Avatar Conquest, and this was certainly
something that I've heard many people complain about
that it turned the entire game mode
off from them, was that
there were some grindy and negative elements.
So one of the big issues
with Avatar Conquest was
a lot of newer players felt like
they didn't have
the same chance of winning
as their opponent. It wasn't just that they were
more experienced at the game, it was that
they had unlocked these powerful
retainers and powerful stat boosts,
melee attack, melee defense on their units.
They felt like they couldn't necessarily
compete with. So
I think the grinding
kind of needs to get thrown to the wayside.
I loved the ideas of Shogun
2, but it was not perfect.
Avatar Conquest was far from perfect
in Shogun 2, so some ways
they could change it was, for example,
it would sometimes take 20 or 30 battles
to get a unit
to rank 9. It would take a very long
time, a bunch of XP, to get
them to that point where they had all of their
upgrades
unlocked. So one
way they could get rid of that grind is by
lowering that XP threshold substantially
so that players only need to play
maybe a handful of battles before
they've maxed out a unit. Oakley and myself
have kind of been toying with the idea
of keeping it like it was in Shogun
2, where you take a point and put it
into something specific, like melee
attack or melee defense or charge bonus,
or CA could go
with a new kind of route, something that we're calling
specialization, where a maxed
out unit that has full XP
picks a specific specialization
that gives it fear, or gives it
magical attacks, or gives it higher
weapon damage, or something that specializes in,
but you can't go for an all-around
unit like some level 9 units
were in Shogun 2, where you
could get max attack,
max defense, more charge bonus,
and fear on top of that.
The specialization might make it a little
bit more balanced. Again, balance might
be one of those things that's
tough for CA to handle in Avatar Conquest,
but when everyone has
access to the same tools and it doesn't take
a super long time for them to get there,
then, yes, the meta's gonna
develop, but everyone will have access
to that same kind of meta, so
it wouldn't necessarily be a bad
thing for the game. Another thing about Shogun
2 that some people didn't like were the random
drop retainers, and they were kind of an issue because
some people felt like
they never dropped any of those top
tier retainers like World Wary
or Blade Master. That gave them
a bit of a disadvantage if they
didn't have it before the game even started,
and that's not a good feeling to go into a
RTS game and
know right off the bat, I'm at a disadvantage
to my opponent, even if it wasn't
necessarily a huge disadvantage,
just knowing, yeah, I might lose
because of that minus 3 melee attack
or whatever. That could be kind of annoying, so
CA could just have a huge
bank of retainers and army abilities,
those global abilities we already talked about,
available to all players, and it might
only take a handful of games,
maybe 15 or 20, to unlock
all of the retainers in that pool,
so there's at least some sense of progression
there, but there's not this gigantic
learning or XP curve
that prevents players from jumping in
to the game mode in the beginning.
With all that said, what else do you
think might be a good implementation
for Avatar Conquest Oakley? What else do you think
they should add if we're going balls
deep with Avatar Conquest?
I'm not too sure about
anything super new, but
I think the incorporation
of Regiments of Renown was something we were
discussing, where I think
Regiments of Renown would be a cool way
for them to figure out
balancing. So one of the things we were discussing
is, okay, you have to do at least a little
bit of a grind to create
your own specialized units,
which would be one route, and
so say that would allow you to create,
say you're going to upgrade Empire
handgunners, you can create your own
specialized handgunner unit by grinding
it. So that's someone who plays a lot of multiplayer,
it would take them, I don't know, maybe
a dozen games to get the fully teched up
guy, and that would allow you to craft
a very specific version that has good
reload rates and does
flaming damage somehow.
So in order to compete with that, the
new player would just
jump directly to using a Regiment
of Renown unit, the Silver Bullets.
It's also got better reload rate,
better accuracy, but you're forced
down a specialization
where it does magical damage.
So I think that's kind of a cool way where they could balance
out the needs of a new player to have high tier
specialized versions of units,
versus someone who wants to grind out a little
bit to get a slightly more
niche role for their force.
And one isn't necessarily
that much better than the other, they're
both more cost
effective versions of something,
but one gives you more control, but the other
one is still pretty powerful and fills
its own role. So I think that would be kind of a cool way
to implement it. Those were just
kind of my two cents on that.
Yes. So at the end of the day,
remember, this is Warhammer, and it's really important
to make sure that all the armies
and the factions, the unit rosters
still feel like
those factions. So you don't want
Empire players carrying around
a Beastmen man-bane standard
or something like that, because that
one, it contributes to
a meta evolving where everyone's
always picking the best stuff,
which is going to happen anyway, but you don't want it where it's
crossing over between factions. You don't
want Vampire Counts players
using Gelmoraz. Like, obviously, there has to
be, it has to still feel like Warhammer,
and you still want the units, and
the lords, and the heroes,
and the magical items they can bring
to match up to that specific
faction. But
at the same time, with the specializations,
and with the increasing of stats and stuff,
you want to keep it
relatively toned down.
You don't want it to be a point where
you're getting 80 charge bonus
on an Empire Swordsman, right? Like, that would
be really stupid. So,
everything needs to just fit
with the
basic universe that has already been created
with the multiplayer experience that's been
created, but just give players a bit more
options, a bit
more personalization, a bit more customization
that allows them to field an army
the way they would like to field.
Obviously, there are rules in Tabletop
that help with that, and
shifting the multiplayer
suite and experience over to Tabletop
a little bit more where there is
that personalization, where there is
that pre-game ability to
change units around a bit, I think
that would be an absolute boom
for multiplayer. It would be fantastic
and really add to the replayability
that we'll have in Total War Warhammer
2 and the trilogy
going forward. So, those
are my thoughts, those
are my hopes. I'm very much hoping
that CA can get to a point
where Avatar Conquest is feasible
and where the community would love to support
it show up and make sure that
it becomes an
ingrained part of the Total War series
because, I mean, imagine
in Total War Warhammer 3, we have
all 16 major Warhammer
fantasy battle races, and then we have
Avatar Conquest and an army painter on top of that.
Number one, that's a legendary series
of games right there. That is some incredible
feature and incredible
multiplayer experience, but that
could even then translate to
Total War games in the future. If the
community is rising up and supporting
multiplayer and the YouTubers
are making good content for it, that's
going to help the entire community grow
and foster that
long-lived multiplayer experience that I think
a lot of us would love to have.
So, those are my thoughts, those are my hopes.
I hope that can happen at some point.
Yeah, and we've
kind of towards the latter end of this video
started to get our hopes and dreams up
pretty high, but I think
CA has shown a willingness to
try and at least meet us halfway, and
even if they only meet us a quarter of the way
in this case for multiplayer, I think we outlined
how even some bare-bones things
when it comes to free-for-all
and an army painter would still
bring a lot of value to the table.
So, yeah, I really expect good things from this
whether or not we get the full suite
or not, I think it's going to be very exciting
nonetheless. So, yeah, I hope you guys
enjoyed the video, and we'll talk to you later.
IndiePride, signing out for now.
See you guys. Bye-bye.